Champions Complete - Warehouse 23

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Transcript of Champions Complete - Warehouse 23

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Champions Complete Writing and DesignDerek Hiemforth

Indispensable ContributionsChampions 6th Edition: Aaron Allston and Steven S. LongHERO System 6th Edition: Steven S. LongHERO System 4th Edition: George MacDonald, Steve Peterson, and Rob BellOriginal HERO System: George MacDonald and Steve Peterson

Layout and Graphic DesignRuben Smith-Zempel

DevelopmentJason Walters

Cover ArtSam R. Kennedy

Interior ArtPeter Bergting, Storn Cook, Keith Curtis, Brendan and Brian Fraim, Fredd Gorham, John Grigni, Je! Herbert, Eric Lofgren, Eric Rademaker, Scott Ruggels, and Greg Smith

"e body text was set in 10 pt. Minion Pro Condensed and the headers were set in 24, 18, 14, and 12 pt. Gil Sans Bold Condensed. Skill and Power headers were set in 12 pt. Minion Pro Bold Condensed. "e index was set in 8 pt. Minion Pro Regular and 14 pt. Gil Sans Bold Condensed.

Derek’s Special ThanksTo the gamers with whom I #rst discovered Champions and fell in love with the game: Doug Alger, Andy Broer, Daniel Cole, Dan Connor, Dave Croyle, Guy Pilgrim, and Nelson Rodriguez. Without you guys, my college grades might have been better, but my life would have been much, much worse.

To Gary Denney, Robert Dorf, Chris Goodwin, James Jandebeur, Hugh Neilson, and John Taber, who generously o!ered insightful commentary and suggestions.

And, above all, to my beloved wife Lara, who loves her fuzzy hubby unconditionally despite his odd hobby, even when writing leaves him sleepless or cranky.

HERO System™®. is DOJ, Inc.’s trademark for its roleplaying system.HERO System Copyright © 1984, 1989, 2002, 2009, 2012 by DOJ, Inc. d/b/a Hero Games. All rights reserved.Champions, Dark Champions, and all associated characters © 1981-2009 by Cryptic Studios, Inc. All rights reserved. “Champions” and “Dark Champions” are trademarks of Cryptic Studios, Inc. “Champions” and “Dark Champions” are used under license from Cryptic Studios, Inc.Fantasy Hero © 2003, 2010 by DOJ, Inc. d/b/a Hero Games. All rights reserved.Star Hero © 2003, 2011 by DOJ, Inc. d/b/a Hero Games. All rights reserved.Pulp Hero © 2005 by DOJ, Inc. d/b/a Hero Games. All rights reserved.Danger International, Justice Inc., Western Hero © 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or computerization, or by any information storage and retrieval system, without permission in writing from the Publisher:DOJ, Inc., P.O. Box 247, Gerlach, NV 89412.Printed in the USA. First printing September 2012.Produced and distributed by DOJ, Inc. d/b/a Hero Games.

Stock Number: HERO2000ISBN: 978-1-58366-145-1

HTTP://HEROGAMES.COM

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INTRODUCTION ....................................4Pretend – The Universal Game ...................................... 4Champions And The HERO System .............................. 4Other Products And Resources .................................... 5Author’s Introduction ...................................................... 5

CORE CONCEPTS & GAME BASICS .........6CORE CONCEPTS ............................................ 6Larger-Than-Life ................................................................ 6Creative Freedom ............................................................. 6You Can Change Anything ............................................... 6Game Mechanics & Special Effects ................................ 6You Get What You Pay For.............................................. 7Base, Active, & Real Points .............................................. 7No Absolutes ..................................................................... 8GAME BASICS ................................................. 8Rolling Dice ........................................................................ 8Measuring Time & Space .................................................. 8Character Points ............................................................... 9Character Abilities Overview .......................................11Casual Use Of Abilities ..................................................12Combat Overview ..........................................................12

CHARACTER CREATION .......................13CHARACTERISTICS ........................................ 13Buying Characteristics ...................................................13Characteristic Rolls ........................................................13Characteristic Descriptions ..........................................13

Presence Attacks ...............................................................16Recovering ..........................................................................18Endurance & Pushing ......................................................19

Characteristics Comparisons .......................................20Characteristic Maxima ...................................................21Character Basics .............................................................21SKILLS ......................................................... 22Buying Skills ......................................................................22

Skill Types ....................................................................22Skill Enhancers ...........................................................22Familarity & Proficiency .............................................22Everyman Skills ..........................................................22Categorized Skills .......................................................23

Using Skills ........................................................................23Skill Rolls .............................................................................23

Skill Versus Skill Contests ...........................................24Complementary Skills ................................................24Skill Modifiers .............................................................24Extraordinary Skills ....................................................25

Skill Descriptions ............................................................25

PERKS .......................................................... 36TALENTS....................................................... 39POWERS ....................................................... 42Special Effects ...................................................................42Buying Powers ..................................................................43Power Attributes .............................................................43

Perceivability................................................................43Duration ......................................................................43Target...........................................................................44Range ..........................................................................44Endurance Cost ..........................................................44

Using Powers ...................................................................44Activating Powers ........................................................44The Standard Effect Rule ..........................................44

Power Categories ...........................................................45Adjustment Powers .....................................................45Attack Powers .............................................................47Automaton Powers .....................................................47Body-Affecting Powers ................................................48Defense Powers ..........................................................48Mental Powers ............................................................48Movement Powers ......................................................49Sense-Affecting Powers ..............................................50Sensory Powers ...........................................................50Size Powers .................................................................50Special Powers ............................................................50Standard Powers.........................................................50

Power Descriptions ........................................................51POWER MODIFIERS....................................... 94Calculating Costs ............................................................94Partially-Modified Powers .............................................95Using Power Modifiers ..................................................95Independent Advantages ................................................95Power Modifier Descriptions .......................................96POWER FRAMEWORKS ................................ 122Slot Purchases ................................................................122Limitations and Advantages .........................................122Multipower .....................................................................122Variable Power Pool .....................................................122COMPLICATIONS ......................................... 124Choosing Complications .............................................124Using Complications ....................................................124Changing or Eliminating Complications ...................124Complication Descriptions .........................................125RESULTS AND RECOGNITION ....................... 130Heroic Action Points ....................................................130Experience Points .........................................................130

TABLE OF CONTENTS

Table of Contents

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CHAMPIONS –SUPERHERO ROLEPLAYING ...............167LIVING IN A COMIC BOOK WORLD .............. 167CREATING SUPERHERO CHARACTERS .......... 171Superhero Origins ........................................................171Superhero Motivations ................................................172Suggested Game Elements ..........................................172

Skill Sets ....................................................................173Powers Sets ...............................................................174Complications Sets ...................................................176

Superhero Archetypes .................................................178PLAYING COMIC BOOK CAMPAIGNS ............. 184Points & Power Levels .................................................184Creating Champions Campaigns ...............................184Running Champions Campaigns ................................186

EXAMPLES .......................................191EXAMPLE CHARACTERS .............................. 191The Champions .............................................................191Villains ..............................................................................200Average Individuals .......................................................207EXAMPLE TEMPLATES ................................. 208EXAMPLE MARTIAL ARTS STYLES ................ 209EXAMPLE POWERS ..................................... 209EXAMPLE EQUIPMENT ................................ 213Automaton .....................................................................213Computer .......................................................................214Vehicles ............................................................................215Base ..................................................................................217Weapons & Armor ........................................................218

APPENDICES .....................................221PLAYING OTHER GENRES ............................ 221SIZE AND MASS TEMPLATES ........................ 223SUMMARY AND REFERENCE TABLES ............ 227Characteristics Summary Table ..................................227Skills Summary Table .....................................................228Perks Summary Table ...................................................230Doubling Quick Reference .........................................230Talents Summary Table .................................................230Powers Summary Table ................................................231Complications Summary Table ...................................232Success Roll Odds ............ .............................................232Combat Modifiers Summary Table ............................233Combat and Martial Maneuvers Summary Table ...234

CHARACTER SHEET ...........................235

INDEX ..............................................237Speed Chart ...................................................................240

CHARACTERS AND THE WORLD .........131MOVEMENT ................................................ 131General Rules ................................................................131Movement Modes .........................................................132SENSES & PERCEPTION ............................... 133Targeting and Nontargeting Senses...........................133Lack of Senses ................................................................134Sense Groups .................................................................134Perception Rolls ............................................................135Hiding and Finding Things ............................................136TIME .......................................................... 136Time Chart .....................................................................136Combat Time .................................................................136Actions ............................................................................137FALLING ..................................................... 139LIVING IN A DANGEROUS WORLD ............... 139BREAKING THINGS ...................................... 142

COMBAT ...........................................143Types Of Combat ..........................................................143Attack Rolls And Combat Values ...............................144Mental Combat ..............................................................144Combat Modifiers .........................................................145Combat Maneuvers ......................................................148

Combat Maneuver Descriptions .............................148Optional Combat Maneuvers .................................153Martial Maneuvers ..................................................154

Optional Combat Rules ...............................................156Damage ............................................................................156Determining Damage ...................................................156

Adding Damage ........................................................157Taking Damage ........................................................157Effects of Damage ...................................................158Optional Effects of Damage ...................................160

EQUIPMENT .....................................161Automatons ....................................................................161Computers .....................................................................161Vehicles And Bases ........................................................162

Vehicle Combat .........................................................164Weapons & Armor ........................................................165

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INTRODUCTIONPRETEND —THE UNIVERSAL GAMEYou’ve already played the game you now hold in your hands. So has every child on the planet. Probably every child who ever lived. Maybe you didn’t use exactly the rules and terminology presented here. Maybe you didn’t use papers or dice. Maybe you didn’t play it with superheroes. Maybe you didn’t even play it with others, if there were no siblings or playmates around. But you played it just the same. Because at its core, Champions is the oldest and most universal children’s game: Pretend. Cops and Robbers. Cowboys and Indians. House. War. Probably all the way back to Cavemen and Predators. Yes, even Superheroes and Supervillains. Every kid who ever played Pretend, tying a towel around his neck and jumping o! the living room sofa shouting “Up, up, and away!” was – in a sense – playing Champions. Unfortunately, there’s another universal truth about Pretend: people stop playing it as they get older....

FROM CHILD’S PLAY TO GROWN UP PASTIMEWhy do they stop? Two main reasons: Competition and Con"ict. As we get older, other forms of #ction – watching or reading about fantastic adventures, instead of imagining and creating them yourself – compete more and more for our increasingly-limited entertainment time. Most comic book, novel, television, or movie adventures have many more characters than you and your young friends could think up and act out on your own, and the stories are usually more complex and interesting (because they aren’t written by seven year olds). $e other issue is that Pretend lacks a good way of resolving things. “Ha-ha! I shot you!” “No you didn’t! You missed me!” “Nuh-uh!” “Yuh-huh!” What began as fun turns into a squabble, because the players have no to way determine what happens (other than arguing about it). Eventually, we tire of bickering, and wander o! to do something else (probably to sit down in front of the TV).

THE BEST OF BOTH WORLDSEssentially, a Roleplaying Game (RPG) aims to #x those two problems, and make playing Pretend fun again. It addresses the problem of disjointed storylines with too few characters by placing one of the participants in the role of Gamemaster (GM). $e GM is similar to the author of a book, or the screenwriter of a movie, but with one enormously important di!erence: he doesn’t create the main characters, or determine their actions. $e GM sets the stage (creating the backstory, the current plot of the antagonists, and the world around the characters), and controls the actions and responses of the supporting cast and adversaries (Non-Player Characters or NPCs).

$e other participants (usually called “Players”) take on the roles of the main characters (also called Player Characters or PCs). $ey de#ne their characters’ histories, abilities, and personalities (with guidance from the GM, like actors working with a director). And when the story unfolds (i.e., when the game is played), the Players choose what the main characters say, how they say it, how they react to the things that happen to and around them, and so on. $e Players are the actors and co-authors. $e stories everyone creates together are known as adventures, and the entire #ctional world and series of adventures is called a campaign. An RPG addresses the issue of con"ict by turning the pure roleplaying of Pretend into an actual Game, with dice and rules, so you can resolve what happens when the hero shoots at the villain (for example). “Ha-ha! I shot you!” (rolling of dice) “Missed me, super-fool!” “You diabolical #end! I’ll get you next time!” In this aspect of the RPG experience, the Players make decisions for their characters, and the GM controls the actions of the other characters and the world as a whole. $e GM also acts as the game facilitator, overseeing the action, settling any rules questions, making sure the rules are followed (or deciding when it would be more fun if they weren’t followed just this once), and so on. Champions is a tabletop RPG. $is means the participants describe the actions of their characters, and verbally act out dialogue, but generally don’t act things out physically. In that respect, it’s more like radio drama than a TV show or a movie. But hey... if you want to tie that towel around your neck and jump o! your sofa, we certainly won’t stop you. “Up, up, and away!”

CHAMPIONS ANDTHE HERO SYSTEMChampions is an RPG for playing out the sorts of adventure stories featured in comic books, from astonishing superheroes with powers and abilities far beyond those of mortal men, to grim urban vigilantes determined to clean up the streets. It was #rst published by Hero Games in 1981, with scores of peripheral products published since then, including several revisions of the rules engine (most recently in 2009). $e current rules set represents the Sixth Edition of the game. $e rules engine at the heart of Champions is called the HERO System, and products intended for use with the HERO System also work with Champions. From a game system perspective, “Champions” and “HERO System” mean the same thing. Since comic book stories can encompass virtually any kind of story element – from magic to super-science; wizards to gunslingers – the rules also have to accommodate anything. $ey can’t work for only some stories; they have to work with any story.

Introduction

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$erefore, Champions/the HERO System is a “universal RPG.” You can use the rules to guide the action of tales from any #ctional genre. See Playing Other Genres (page 221), or other books published for use with Champions/the HERO System, for some suggestions.

OTHER PRODUCTSAND RESOURCESRather than giving you a list of speci#c products (that would be outdated almost as soon as it was published), your central resource for All $ings Champions is the Hero Games web site at http://www.herogames.com. It features:

x�An Online Store where you can purchase other books compatible with Champions, such as expansion books, campaign settings, genre guides, equipment compendiums, and so forth

x�A Free Stu! section with supplemental materials you can download

x�$e Hero Designer so%ware, which turns character creation into a matter of a few keystrokes and mouse clicks (available in the Online Store)

x�$e Hero Games Message Board: one of the friendliest, most enthusiastic fan communities in gaming

AUTHOR’S INTRODUCTIONTO CHAMPIONS COMPLETEBernard of Chartres was reportedly the #rst to say, “...we are like dwarfs upon the shoulders of giants....” Bernard, I know exactly what you mean. If it’s a lucky man who #nds a hobby he loves, then it’s a lucky man indeed who gets the opportunity to make an impact upon such a hobby.

I came to Champions as a player during the era of the $ird Edition (1987 to be exact), and fell in love with the game. $ough I was avid RPG player for many years prior, Champions soon became my go-to system of choice, and the rules engine powering all my campaigns as a GM. Gaming led to game writing, and I was fortunate enough to see my work published in books for my favorite RPG, including the Champions supplements Champions Battlegrounds in 2003, and Vibora Bay in 2004. During the development of the Fi%h (Revised) and Sixth Editions of the rules, I was honored to participate by consulting in a small way, as one of the “5ER Five” and the “Sixth Edition Technical Advisory Committee (SETAC).” Despite my history with the game, however, I must admit to starting this project with a certain feeling of “Who exactly do I think I am, to follow the likes of George MacDonald, Steve Peterson, Rob Bell, and (especially) Aaron Allston and Steven S. Long?” $ose men have some of the most impressive RPG resumes in the history of the hobby, and are de#nitely the giants upon whose shoulders this dwarf now stands. But though I may not have their resumes, I think I can match their love for Champions and the HERO System, and their desire to see it thrive. $e Champions Complete project began with a clear game plan: to boil down the Sixth Edition HERO System rules engine into a condensed, lean format that retains all the "exibility and power it’s known for, and then slide that engine into the best vehicle around for superhero roleplaying. I think the plan succeeded; now it’s time for the rubber to meet the road. Fire her up. Kick the tires. Take her for a spin around the block. $en let’s hit the highway and really see what she can do. Atomic batteries to power! Turbines to speed!

Be A Hero!Derek HiemforthJuly 2012